Systems and methods for merging a virtual world, live events and an entertainment channel

ABSTRACT

Systems, methods and software merge a Virtual World, Live Event and Entertainment Channel, thus creating “The Perfect Storm” of gaming and entertainment whereby the characters of a social network game (e.g., an online fantasy sports league) are represented by human beings who register to be avatars of characters supported by a “Character Service Center,” while players compete to bring avatars to life in a Real World event (e.g., a Real World sports league), where the human beings behind the avatars compete for prizes while staying in character, as these competitors and players are incentivized by a “Collaboration Incentive Platform.”

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.16/749,907, filed Jan. 22, 2020, entitled “SYSTEMS AND METHODS FORMERGING A VIRTUAL WORLD, LIVE EVENTS AND AN ENTERTAINMENT CHANNEL”,Which is a continuation of U.S. patent application Ser. No. 14/924,350,filed Oct. 27, 2015, entitled “SYSTEMS, METHODS AND SOFTWAREAPPLICATIONS FOR MERGING A VIRTUAL WORLD, LIVE EVENTS AND ANENTERTAINMENT CHANNEL” (now abandoned), which is a division of U.S.patent application Ser. No. 13/815,345, filed Feb. 23, 2013, entitled“SYSTEMS, METHODS AND SOFTWARE APPLICATIONS FOR MERGING A VIRTUAL WORLD,LIVE EVENTS AND AN ENTERTAINMENT CHANNEL” (now abandoned), which arehereby incorporated herein by reference in their entirety.

FIELD

The present application (1) generally relates to systems, methods andsoftware applications for providing digital television services,Internet services, telecom services and/or company services, and (2)specifically relates to systems, methods and software applications formerging a Virtual World, Live Events and an Entertainment Channel,including the creation of a social network game that is played within aVirtual World that comes to life in Live Events.

BACKGROUND OF THE INVENTION

Online social network games and fantasy sports leagues are evolving andgrowing, but their developers have not envisioned and/or figured out howto create and roll-out a social network game that is played within aVirtual World that comes to life in Live Events, while rewarding andenergizing the entrepreneurial developers, player participants and fanbase in a manner that can stimulate viral growth online and offline. Inaddition, to the present invention envisioning this roll-out moving fromthe Virtual World and coming to life in the Real World via Live Events,the present invention envisions the reverse happening, whereby suchroll-out originates and moves from the Real World via Live Events to theVirtual World. In each of these instances the systems, methods andsoftware applications for merging a virtual world, live events and anentertainment channel that are disclosed in the present invention(individually or collectively), such as the “Character Service Center”(CSC) and the “Collaborative Incentive Platform” (CIP), can be used toreward and energize the entrepreneurial developers, player participantsand fan base in a manner that can stimulate viral growth online andoffline, whether the roll-out movement originates in the Virtual Worldor the Real World.

A Virtual World is an online community that takes the form of acomputer-based simulated environment through which users can interactwith one another and use and create objects. The term has become largelysynonymous with interactive 30 virtual environments, where the userstake the form of avatars visible to others. These avatars usually appearas textual, two-dimensional, or three-dimensional representations,although other forms are possible. An avatar is the graphicalrepresentation of the user or the user's alter ego or character. It isan object representing the user. The term “avatar” can also refer to thepersonality connected with the screen name, or handle, of an Internetuser. Generator tools and services have been created to meet the demandfor millions of unique, customized avatars. These solutions bringtogether complex 3D modeling, consumer ease of use and fullyinteroperable avatars.

Existing fantasy sports leagues have NOT blended (1) a Virtual Worldthat contains a social network game (e.g., an online fantasy sportsleague), including an online gaming platform for avatars to interactwith fans online; (2) Live Events that push a portion of the avatars tolife in a Real World sports league, with real competition for real cashand improvisational drama; and (3) an Entertainment Channel that airsoriginal content (e.g., ESPN meets Comedy Central) that excites andinforms the fan base . . . all the while, synergistically growingparticipation, fan viewing and income streams; thus establishing the ofthe “Holy Grail” of online gaming, broadcast shows and liveentertainment (aka “The Perfect Storm”) that merges the branchesreferred to individually as: (a) Virtual World, (b) Live Events and (c)Entertainment Channel. This invention represents the development of anintegrated multi-platform that embraces and promotes social trans-mediaoptimization via a two-way conduit for bringing fans, entertainment andproducts together, while bringing entertainment distributors and productmanufacturers an ever-expanding lucrative fan-base demographic.

Existing fantasy sports leagues have NOT created a social network gamewhere players compete via collective use of avatars in a Virtual Worldsports league for rewards and/or to push a portion (e.g., 20%) of theavatars to life in a Real World sports league wrapped in an“Improvisational Sports Theatre” act based on a professional sport wherethe athletes are actors competing for cash prizes while staying incharacter, thus blending the Virtual World with the Real World.

Conversely, existing real sports leagues have NOT promoted athletescompeting in live events that push a portion (e.g., 20%) of Real Worldsports league competitors to avatar status in a Virtual World sportsleague, with virtual competition for real cash prizes and online drama,thus blending the Virtual World with the Real World.

Existing fantasy sports leagues have NOT tapped the social gaming worldin the way this invention drives characters and fans to promote theonline Virtual World sports league, then pushes a portion of the topshelf online characters to compete in Real World sports leaguecompetition, while they host, act and mingle with the fans; thus virallygrowing real participation and real profits for the entrepreneurialowners of these fantasy sports leagues, while being rewarded themselves.A fantasy sports league is shown within the present application how todo this by using one or more inventions disclosed in the presentapplication (individually or collectively), such as the “CharacterService Center” (CSC) and the “Collaborative Incentive Platform” (CIP).

Conversely, existing real sports leagues have NOT tapped the socialgaming world in the way this invention drives athletes and fans topromote the Real World sports league, and then pushes a portion of thetop shelf athletes to compete in Virtual World sports leaguecompetition. A Real World sports league is shown within the presentapplication how to do this by using one or more inventions disclosed inthe present application (individually or collectively), such as the“Character Service Center” (CSC) and the “Collaborative IncentivePlatform” (CIP). As an example, the Real World sports league coulddirect all, or part, of its athletes and all, or part, of its fans tojoin the “social network game” that is present in the Virtual World, inorder to see the league's athletes compete for elevated status, such asbeing the top ranked athlete and top ranked avatar. In this way, boththe Virtual World and the Real World sports leagues can simultaneouslyand synergistically create expanded growth for both leagues bycapitalizing on new innovative promotional marketing via the CSC andCIP, including any, or all, available social media venues andtechnologies that could be employed.

Social Network Game

A social network game is a type of online game that is played throughsocial networks, and typically features multi-player and asynchronousgameplay mechanics. A multi-player video game is one which more than oneperson can play in the same game environment at the same time. Socialnetwork games are most often implemented as browser games, but can alsobe implemented on other platforms such as mobile devices. They areamongst the most popular games played in the world, with severalproducts with tens of millions of players. (LiI) Green Patch, HappyFarm, Farm Town, YoVille and Mob Wars were some of the first successfulgames of this genre. Frontier Ville, CityVille, Gardens of Time and TheSims Social are more recent examples of very popular social networkgames.

Companies that make social network games include market leader Zynga, 5Minutes, Playfish, Playdom, Kabam, Crowdstar, RockYou, Booyah, Row ShamBow, Inc., etc.

Social Games

Dutch historian Johan Huizinga defines play as:

-   -   “Summing up the formal characteristic of play, we might call it        a free activity standing quite consciously outside ‘ordinary’        life as being ‘not serious’ but at the same time absorbing the        player intensely and utterly. It is an activity connected with        no material interest, and no profit can be gained by it. It        proceeds within its own proper boundaries of time and space,        according to fixed rules and in an orderly manner. It promotes        the formation of social groupings that tend to surround        themselves with secrecy and to stress the difference from the        common world by disguise or other means.” Huizinga, J. (1955) (A        Study of the Play—Element in Culture; Boston: Beacon Press).

Note the mention of social groupings in Huizinga's definition of play,indicating the importance of social factors in an environment of play.Social network games are games in essence, riding on some form of socialnetwork as the gaming platform. They follow the same game features asoutlined by Juul, J. (2003) (The Game, the Player, the World: Lookingfor a Heart of Gameness; Utrecht: Utrecht University):

-   -   1. Rules: Games are based on rules.    -   2. Variable, quantifiable outcomes: Games have variable,        quantifiable outcomes.    -   3. Values assigned to possible outcomes: Games have different        values assigned to different potential outcomes.    -   4. Player effort: The outcomes of games are influenced by the        players' effort.    -   5. Player attached to outcome: Each player of a game is attached        to the outcomes.    -   6. Negotiable consequences: Games can be played according to the        same rules with or without real-life consequences.

Technology and Platforms

A social network video game can be created with any number oftraditional video game technologies; however, the majority isimplemented in Adobe Flash, PHP or JavaScript. Some games may use acombination of these technologies.

A social network game is often played via a web browser, though they aredistinct from browser based games in the way they leverage the player'ssocial graph and individual user data that is hosted on the socialnetwork. With the invention of smartphone devices, social games have nowalso seen widespread adoption on mobile platforms such as iOS andAndroid devices. This is enabled through mobile social networks, such asOpenFeint and through Oauth implementations by social networking siteslike Facebook which allow applications on mobile devices to access alimited amount of protected user data on those sites. Through an in-appconnection to these networks, users can be provided with an experiencevery similar to that of a web based social game. It's been predictedthat social gaming will bring over 6 billion dollars in revenue by 2013.

Distinct Features

A social video game may employ any of the following features:

-   -   Asynchronous gameplay which allows rules to be resolved without        needing players to play at the same time.    -   Community: One of the most distinct features of social video        games is in leveraging the player's social network. Quests or        game goals may only be possible if a player “shares” his game        with friends (connected via the social network hosting the game)        or gets them to play as well as “neighbors” or “allies”.    -   No victory conditions: Since most developers count on users        playing their games often, there generally are no victory        conditions. That is, the game never ends and no one is ever        declared “winner”. Instead, many casual games have “quests” or        “missions” for players to complete. This is not true for board        game-like social games, such as Scrabble.    -   Virtual currency: Social network games use “virtual currency”,        which players usually must purchase with real-world money. With        the in-game currency players can buy upgrades that would        otherwise take much longer to earn through in-game achievements.        In many cases, some upgrades are only available via the virtual        currency.

Attracting Gamers

Social Media Optimization: Social network games often leverage orpromote social media optimization through either:

-   -   1. Social Network Persuasion: The use of social networks to        recruit game allies, or    -   2. Social Proofing: Game design, linking social media activity        and influence to game rewards.

Examples of the former approach include Farm Ville, FrontierVille andMafia Wars. In these games a player's social network is exploited torecruit additional players and allies.

Illusion of Free: Consumer strategies are radically different from otherkinds of online content. Instead of a fixed paywell deployed by gamessuch as World of Warcraft where there is a monthly fee, social gamesoffer an illusion of free entertainment. By presenting the purchaseoption as “your time vs. your money,” social game designers tap intoboth our desire for choice and our sense of self-importance. Users areoften prompted to purchase new items to speed up a time-consumingprocess or purchase otherwise limited game items. Playing the game isfree, but if you want to get ahead, move faster, or get the really coolstuff, you need to spend real dollars.

Low Learning Curve: Designed for simplicity where some games mimicalready well-known games, such as the widely popular Texas hold'em.Consumers that have not played video games before joined in on the gamesat accelerating rates. Women over 40 represent the fastest growingsegment, since consumers can easily start and participate in socialgames and become regular users.

Low Technological Requirements: Enables users of social networks to playgames from their computers without having specialized software orhardware to play the game. The technology that is used for developmenthas placed gaming within the reach of average computer users.

Digital Signatures

A digital signature or digital signature scheme is a mathematical schemefor demonstrating the authenticity of a digital message or document. Avalid digital signature gives a recipient reason to believe that themessage was created by a known sender, and that it was not altered intransit. Digital signatures are commonly used for software distribution,financial transactions, and in other cases where it is important todetect forgery or tampering. This invention introduces a new applicationof the use of a digital signature. Signing, verifying and deliveringauthentic autographs via “digital signatures” to fans, collectors and/orothers serves to create and enable a new autograph market. For example,an avatar (the graphical representation of the user or the user's alterego or character) offers and/or provides a signed, verified anddelivered authentic character autograph via “digital signature” to athird party. Also, by way of example, a human being offers and/orprovides a signed, verified and delivered authentic autograph via“digital signature” to a third party.

BRIEF SUMMARY OF THE INVENTION

The following information contained in this “Summary” should beunderstood to be embodiments, not claims.

Systems, methods and software applications provide for merging a VirtualWorld, Live Events and an Entertainment Channel that create the “HolyGrail” of online gaming, broadcast shows and live entertainment (aka“The Perfect Storm”). These systems, methods and software applicationsenable the creation of a social network game that is played within aVirtual World that comes to life in Live Events, while rewarding andenergizing the entrepreneurial owners, player participants and fan basein a manner that can stimulate viral growth online and offline.

According to an aspect, the self-proclaimed “Holy Grail” of onlinegaming, broadcast shows and live entertainment (aka “The Perfect Storm”)merges (1) a Virtual World that contains a social network game (e.g., anonline fantasy sports league), including an online gaming platform foravatars to interact with fans online; (2) Live Events that push aportion of the avatars to life in a Real World sports league, with realcompetition for real cash and improvisational drama; and (3) anEntertainment Channel that airs content (e.g., ESPN meets ComedyCentral) that excites and informs the fan base while marketing thefantasy sports league and Live Events. These three branches of the “HolyGrail” of online gaming, broadcast shows and live entertainment (aka“The Perfect Storm”) generate, via desktop computers, mobile devices andin-person venues, one or more of the following: Advertising revenues,merchandise sales (e-Commerce, licensing and in-person), onlinemicro-transactions (single virtual items and virtual item packs),sponsorship receipts, subscription fees (monthly and yearly), gate fees(per person admissions), pay-per-view charges, content distributioncharges and other sources of income. “The Perfect Storm” is used todescribe an actual phenomenon that happens to occur in such aconfluence, resulting in an event of unusual magnitude.

According to an aspect, a Virtual World contains a social network game(e.g., an online fantasy sports league) where the characters are (1)represented by actual human beings (users) who have signed up to beavatars of characters (the graphical representation of a user'scharacter); (2) supported by a “Character Service Center” that createsand enhances each character's basic profile and controls the interactivecommunications of the character, the live human being behind thecharacter and the character's fans; and (3) rewarded by a “CollaborationIncentive Platform” that computes and allocates (1) to the characters apercentage of revenues generated by the characters and ranking pointsthrough their game playing, signing autographs, issuing endorsements,making public appearances and/or performing a variety of other acts and(2) to the players redeemable points through their game playing, in-gamepurchasing, watching programs, viewing sponsor advertisements, signingautographs, issuing endorsements, making public appearances and/orperforming a variety of other acts. Within the context of theself-proclaimed “Holy Grail” of online gaming, broadcast shows and liveentertainment (aka “The Perfect Storm”), a Virtual World sports leagueand a Real World sports league grow concurrently by broadcastingpromotional material and other communications via websites, blogs,web-casts, email-blasts, tweets and social media outlets (e.g.,Facebook, Twitter, etc.), using the “Character Service Center,” whileincentivizing the multi-players and others, using the “CollaborationIncentive Platform.

According to an aspect, multiple human beings (be they players, fans orothers) can join the game and the creative process. For example, fanscan participate (as an individual character or a team member behind thecharacter) in everything from creating, naming, promoting and/orplaying. The Virtual World could grow with many characters and teamsthroughout the world.

According to an aspect, just as the cream rises among the VirtualCharacters into the Real World via fan popularity, the future growth ofthe league can be fan-directed in part. This would of course work for anadult entertainment entity to use our platform for their fans to picktheir next Starlets, etc. where contests, special events, lotteries,skill tests, etc. could be used to enable fans individually orcollectively to become involved and incentivized in doing so.

According to an aspect, multi-players compete via collective use ofavatars in a Virtual World sports league for rewards and/or to push aportion (e.g., 20%) of the avatars to life in a Real World sports leaguewrapped in an “Improvisational Sports Theatre” act based on aprofessional sport where the athletes are actors competing for cashprizes while staying in character, thus blending the Virtual World andReal World by populating each such world with the same characters (e.g.,the top 20% of winners in the Virtual World migrate to compete in theReal World).

According to an aspect, athletes compete in a Real World sports leaguefor rewards and/or to push a portion (e.g., 20%) of real world sportsleague competitors to avatar status in a Virtual World sports league,with virtual competition for real cash prizes and online drama, thusblending the Virtual World and Real World by populating each such worldwith the same characters (e.g., the top 20% of winners in the Real Worldmigrate to compete in the Virtual World).

According to an aspect, authentic autographs via “digital signatures” (adigital signature/autograph that is signed and verified) are created forfans, collectors and/or others that serve to create and enable a newautograph market, that of “digital signatures” [e.g., an avatar (thegraphical representation of the user or the user's alter ego orcharacter) or a human being offers and/or provides a signed, verifiedand delivered authentic autograph via “digital signature” to a thirdparty].

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS

FIG. 1 shows an example of the self-proclaimed “Holy Grail” of onlinegaming, broadcast shows and live entertainment (aka “The Perfect Storm”)that merges the Virtual World, Live Events and an Entertainment Channel,according to some embodiments.

FIG. 2 shows an example of a social network game where the charactersare represented by actual human beings (users) who have signed up to beavatars of characters, according to some embodiments.

FIG. 3 shows an example of a “Character Service Center,” according tosome embodiments.

FIG. 4 shows an example of a “Collaboration Incentive Platform,”according to some embodiments.

FIG. 5 shows an example of avatars being brought to life in Live Events,according to some embodiments.

FIG. 6 shows an example of signing, verifying and delivering authenticautographs via “digital signatures,” according to some embodiments.

FIG. 7 shows an example of an overview of the present inventionscontained in this patent application, according to some embodiments.

DETAILED DESCRIPTION OF THE INVENTION

The following information contained in this “Detailed Description”should be understood to be a guide to interpreting the presentapplication.

Terms

The term “product” means any machine, manufacture and/or composition ofmatter, unless expressly specified otherwise.

The term “process” means any process, algorithm, method or the like,unless expressly specified otherwise.

Each process (whether called a method, algorithm, or otherwise)inherently includes one or more steps, and therefore, all references toa “step” or “steps” of a process have an inherent antecedent basis inthe mere recitation of the term “process” or a like term. Accordingly,any such reference in a claim to a “step” or “steps” of a process hassufficient antecedent basis.

The term “invention” and the like mean “the one or more inventionsdisclosed in the present application”, unless expressly specifiedotherwise.

The terms “an embodiment”, “embodiment”, “embodiments”, “theembodiment”, “the embodiments”, “one or more embodiments”, “someembodiments”, “certain embodiments”, “one embodiment”, “anotherembodiment” and the like mean “one or more (but not all) embodiments ofthe disclosed invention(s)”, unless expressly specified otherwise.

The term “variation” of an invention means an embodiment of theinvention, unless expressly specified otherwise.

A reference to “another embodiment” in describing an embodiment does notimply that the referenced embodiment is mutually exclusive with anotherembodiment (e.g., an embodiment described before the referencedembodiment), unless expressly specified otherwise.

The terms “including”, “comprising”, and variations thereof mean“including but not necessarily limited to”, unless expressly specifiedotherwise. Thus, for example, the sentence “the portfolio includes a redwidget and a blue widget” means the portfolio includes the red widgetand the blue widget, but may include something else.

The term “consisting of” and variations thereof means “including andlimited to”, unless expressly specified otherwise. Thus, for example,the sentence “the portfolio consists of a red widget and a blue widget”means the portfolio includes the red widget and the blue widget, butdoes not include anything else.

The term “compose” and variations thereof means “to make up theconstituent parts of, component of, or member of”, unless expresslyspecified otherwise. Thus, for example, the sentence “the red widget andthe blue widget compose a portfolio” means the portfolio includes thered widget and the blue widget.

The term “exclusively compose” and variations thereof means “to make upexclusively the constituent parts of, to be the only components of or tobe the only members of”, unless expressly specified otherwise. Thus, forexample, the sentence “the red widget and the blue widget exclusivelycompose a portfolio” means the portfolio consists of the red widget andthe blue widget, and nothing else.

The terms “a”, “an” and “the” mean “one or more”, unless expresslyspecified otherwise.

The term “plurality” means “two or more”, unless expressly specifiedotherwise.

The term “herein” means “in the present application, including anythingwhich may be incorporated by reference”, unless expressly specifiedotherwise.

The phrase “at least one of”, when such phrase modifies a plurality ofthings (such as an enumerated list of things) means any combination ofone or more of those things, unless expressly specified otherwise. Forexample, the phrase “at least one of a widget, a car and a wheel” meanseither (i) a widget, (ii) a car, (iii) a wheel, (iv) a widget and a car,(v) a widget and a wheel, (vi) a car and a wheel, or (vii) a widget, acar and a wheel. The phrase “at least one of” (when such phrase modifiesa plurality of things) does not mean “one of each of” the plurality ofthings.

Numerical terms such as “one”, “two”, etc. when used as cardinal numbersto indicate quantity of something (e.g., one widget, two widgets), meanthe quantity indicated by that numerical term, but do not mean at leastthe quantity indicated by that numerical term. For example, the phrase“one widget” does not mean “at least one widget”, and therefore thephrase “one widget” does not cover, e.g., two widgets.

The phrase “based on” does not mean “based only on”, unless expresslyspecified otherwise. In other words, the phrase “based on” describesboth “based only on” and “based at least on”. The phrase “based at leaston” is equivalent to the phrase “based at least in part on”.

The term “represents” and like terms are not exclusive, unless expresslyspecified otherwise. For example, the term “represents” does not mean“represents only”, unless expressly specified otherwise. In other words,the phrase “the data represents a credit card number” describes both“the data represents only a credit card number” and “the data representsa credit card number and the data also represents something else”.

The term “whereby” is used herein only to precede a clause or other setof words that express only the intended result, objective or consequenceof something that is previously and explicitly recited. Thus, when theterm “whereby” is used in a claim, the clause or other words that theterm “whereby” modifies do not establish specific further limitations ofthe claim or otherwise restricts the meaning or scope of the claim.

The term “e.g.” and like terms mean “for example”, and thus does notlimit the term or phrase it explains. For example, in the sentence “thecomputer sends data (e.g., instructions, a data structure) over theInternet”, the term “e.g.” explains that “instructions” are an exampleof “data” that the computer may send over the Internet, and alsoexplains that “a data structure” is an example of “data” that thecomputer may send over the Internet. However, both “instructions” and “adata structure” are merely examples of “data”, and other things besides“instructions” and “a data structure” can be “data”.

The term “i.e.” and like terms mean “that is”, and thus limits the termor phrase it explains. For example, in the sentence “the computer sendsdata (i.e. instructions) over the Internet”, the term “i.e.” explainsthat “instructions” are the “data” that the computer sends over theInternet.

The term “respective” and like terms mean “taken individually”, thus iftwo or more things have “respective” characteristics, then each suchthing has its own characteristic, and these characteristics can bedifferent from each other but need not be different. For example, thephrase “each of two machines has a respective function” means that thefirst such machine has a function and the second such machine has afunction as well. The function of the first machine may or may not bethe same as the function of the second machine.

Any given numerical range shall include whole and fractions of numberswithin the range. For example, the range “1 to 10” shall be interpretedto specifically include whole numbers between 1 and 10 (e.g., 1, 2, 3, 4. . . 9) and non-whole numbers (e.g., 1.1, 1.2 . . . 1.9).

Where two or more terms or phrases are synonymous (e.g., because of anexplicit statement that the terms or phrases are synonymous), instancesof one such term/phrase does not mean instances of another suchterm/phrase must have a different meaning. For example, where astatement renders the meaning of “including” being synonymous with“including but not limited to”, the mere usage of the phrase “includingbut not limited to” does not mean that the term “including” meanssomething other than “including but not limited to.”

Determining

The term “determining” and grammatical variants thereof (e.g., todetermine a price, determining a value, determine an object which meetsa certain criterion) is used in an extremely broad sense. The term“determining” encompasses a wide variety of actions and therefore“determining” can include calculating, computing, processing, deriving,investigating, looking up (e.g., looking up in a table, a database oranother data structure), ascertaining and the like. Also, “determining”can include receiving (e.g., receiving information), accessing (e.g.,accessing data in a memory) and the like. Also, “determining” caninclude resolving, selecting, choosing, establishing, and the like.

The term “determining” does not imply certainty or absolute precision,and therefore “determining” can include estimating, extrapolating,predicting, guessing and the like.

The term “determining” does not imply that mathematical processing mustbe performed, and does not imply that numerical methods must be used,and does not imply that an algorithm or process is used.

The term “determining” does not imply that any particular device must beused. For example, a computer need not necessarily perform thedetermining.

Forms of Sentences

Where a limitation of a first claim would cover one of a feature as wellas more than one of a feature (e.g., a limitation such as “at least onewidget” covers one widget as well as more than one widget), and where ina second claim that depends on the first claim, the second claim uses adefinite article “the” to refer to the limitation (e.g., “the widget”),this does not imply that the first claim covers only one of the feature,and this does not imply that the second claim covers only one of thefeature (e.g., “the widget” can cover both one widget and more than onewidget).

When an ordinal number (such as “first”, “second”, “third” and so on) isused as an adjective before a term, that ordinal number is used (unlessexpressly specified otherwise) merely to indicate a particular feature,such as to distinguish that particular feature from another feature thatis described by the same term or by a similar term. For example, a“first widget” may be so named merely to distinguish it from, e.g., a“second widget”. Thus, the mere usage of the ordinal numbers “first” and“second” before the term “widget” does not indicate any otherrelationship between the two widgets, and likewise does not indicate anyother characteristics of either or both widgets. For example, the mereusage of the ordinal numbers “first” and “second” before the term“widget” (1) does not indicate that either widget comes before or afterany other in order or location; (2) does not indicate that either widgetoccurs or acts before or after any other in time; and (3) does notindicate that either widget ranks above or below any other, as inimportance or quality. In addition, the mere usage of ordinal numbersdoes not define a numerical limit to the features identified with theordinal numbers. For example, the mere usage of the ordinal numbers“first” and “second” before the term “widget” does not indicate thatthere must be no more than two widgets.

When a single device, article or other product is described herein, morethan one device/article (whether or not they cooperate) mayalternatively be used in place of the single device/article that isdescribed. Accordingly, the functionality that is described as beingpossessed by a device may alternatively be possessed by more than onedevice/article (whether or not they cooperate).

Similarly, where more than one device, article or other product isdescribed herein (whether or not they cooperate), a singledevice/article may alternatively be used in place of the more than onedevice or article that is described. For example, a plurality ofcomputer-based devices may be substituted with a single computer-baseddevice. Accordingly, the various functionalities that are described asbeing possessed by more than one device or article may alternatively bepossessed by a single device/article.

The functionality and/or the features of a single device that isdescribed may be alternatively embodied by one or more devices which aredescribed but are not explicitly described as having suchfunctionality/features. Thus, other embodiments need not include thedescribed device itself, but rather can include the one or more otherdevices which would, in those other embodiments, have suchfunctionality/features.

Disclosed Examples and Terminology are Not Limiting

Neither the Title (set forth at the beginning of the first page of thepresent application) nor the Abstract (set forth at the end of thepresent application) is to be taken as limiting in any way the scope ofthe disclosed invention(s), is to be used in interpreting the meaning ofany claim, or is to be used in limiting the scope of any claim. AnAbstract has been included in the present application merely because anAbstract is required under 37 C.F.R. § 1.72(b).

The title of the present application and headings of sections providedin the present application are for convenience only, and are not to betaken as limiting the disclosure in any way.

Numerous embodiments are described in the present application, and arepresented for illustrative purposes only. The described embodiments arenot, and are not intended to be, limiting in any sense. The presentlydisclosed invention(s) are widely applicable to numerous embodiments, asis readily apparent from the disclosure. One of ordinary skill in theart will recognize that the disclosed invention(s) may be practiced withvarious modifications and alterations, such as structural, logical,software, and electrical modifications. Although particular features ofthe disclosed invention(s) may be described with reference to one ormore particular embodiments and/or drawings, it should be understoodthat such features are not limited to usage in the one or moreparticular embodiments or drawings with reference to which they aredescribed, unless expressly specified otherwise.

Though an embodiment may be disclosed as including several features,other embodiments of the invention may include fewer than all suchfeatures. Thus, for example, a claim may be directed to less than theentire set of features in a disclosed embodiment, and such claim wouldnot include features beyond those features that the claim expresslyrecites.

No embodiment of method steps or product elements described in thepresent application constitutes the invention claimed herein, or isessential to the invention claimed herein, or is coextensive with theinvention claimed herein, except where it is either expressly stated tobe so in this specification or expressly recited in a claim.

The preambles of the claims that follow recite purposes, benefits andpossible uses of the claimed invention only and do not limit the claimedinvention.

The present disclosure is not a literal description of all embodimentsof the invention(s). Also, the present disclosure is not a listing ofthe features of the invention(s) which must be present in allembodiments.

All disclosed embodiment are not necessarily covered by the claims (evenincluding all pending, amended, issued and canceled claims). Inaddition, an embodiment may be (but need not necessarily be) covered byseveral claims. Accordingly, where a claim (regardless of whetherpending, amended, issued or canceled) is directed to a particularembodiment, such is not evidence that the scope of other claims do notalso cover that embodiment.

Devises that are described as in communication with each other need notbe in continuous communication with each other, unless expresslyspecified otherwise. On the contrary, such devices need only transmit toeach other as necessary or desirable, and may actually refrain fromexchanging data most of the time. For example, a machine incommunication with another machine via the Internet may not transmitdata to the other machine for a long period of time (e.g. weeks at atime). In addition, devices that are in communication with each othermay communicate directly or indirectly through one or moreintermediaries.

A description of an embodiment with several components or features doesnot imply that all or even any of such components/features are required.On the contrary, a variety of optional components are described toillustrate the wide variety of possible embodiments of the presentinvention(s). Unless otherwise specified explicitly, nocomponent/feature is essential or required.

Although process steps, algorithms or the like may be described orclaimed in a particular sequential order, such processes may beconfigured to work in different orders. In other words, any sequence ororder of steps that may be explicitly described or claimed does notnecessarily indicate a requirement that the steps be performed in thatorder. The steps of processes described herein may be performed in anyorder possible. Further, some steps may be performed simultaneouslydespite being described or implied as occurring non-simultaneously(e.g., because one step is described after the other step). Moreover,the illustration of a process by its depiction in a drawing does notimply that the illustrated process is exclusive of other variations andmodifications thereto, does not imply that the illustrated process orany of its steps are necessary to the invention(s), and does not implythat the illustrated process is preferred.

Although a process may be described as including a plurality of steps,that does not imply that all or any of the steps are preferred,essential or required. Various other embodiments within the scope of thedescribed invention(s) include other processes that omit some or all ofthe described steps. Unless otherwise specified explicitly, no step isessential or required.

Although a process may be described singly or without reference to otherproducts. or methods, in an embodiment the process may interact withother products or methods. For example, such interaction may includelinking one business model to another business model. Such interactionmay be provided to enhance the flexibility or desirability of theprocess.

Although a product may be described as including a plurality ofcomponents, aspects, qualities, characteristics and/or features, thatdoes not indicate that any or all of the plurality are preferred,essential or required. Various other embodiments within the scope of thedescribed invention(s) include other products that omit some or all ofthe described plurality.

An enumerated list of items (which may or may not be numbered) does notimply that any or all of the items are mutually exclusive, unlessexpressly specified otherwise. Likewise, an enumerated list of items(which may or may not be numbered) does not imply that any or all of theitems are comprehensive of any category, unless expressly specifiedotherwise. For example, the enumerated list “a computer, a laptop, aPDA” does not imply that any or all of the three items of that list aremutually exclusive and does not imply that any or all of the three itemsof that list are comprehensive of any category.

An enumerated list of items (which may or may not be numbered) does notimply that any or all of the items are equivalent to each other orreadily substituted for each other.

All embodiments are illustrative, and do not imply that the invention orany embodiments were made or preformed, as the case may be.

Computing

It will be readily apparent to one of ordinary skill in the art that thevarious processes described herein may be implemented by, e.g.,appropriately programmed general purpose computers, special purposecomputers and computing devices. Typically a processor (e.g., one ormore microprocessors, one or more microcontrollers, one or more digitalsignal processors) will receive instructions (e.g., from a memory orlike device), and execute those instructions, thereby performing one ormore processes defined by those instructions. Instructions may beembodied in, e.g., one or more computer programs, one or more scripts.

A “processor” means one or more microprocessors, central processingunits (CPUs), computing devices, microcontrollers, digital signalprocessors, or like devices or any combination thereof, regardless ofthe architecture (e.g., chip-level multiprocessing/multi-core, RISC,CISC, Microprocessor without Interlocked Pipeline Stages, pipeliningconfiguration, simultaneous multithreading).

Thus a description of a process is likewise a description of anapparatus for performing the process. The apparatus that performs theprocess can include, e.g., a processor and those input devices andoutput devices that are appropriate to perform the process.

Further, programs that implement such methods (as well as other types ofdata) may be stored and transmitted using a variety of media (e.g.,computer readable media) in a number of manners. In some embodiments,hard-wired circuitry or custom hardware may be used in place of, or incombination with, some or all of the software instructions that canimplement the processes of various embodiments. Thus, variouscombinations of hardware and software may be used instead of softwareonly.

The term “computer readable medium” refers to any medium, a plurality ofthe same, or a combination of different media that participate inproviding data (e.g., instructions, data structures) which may be readby a computer, a processor or a like device. Such a medium may take manyforms, including but not limited to, non-volatile media, volatile media,and transmission media. Non-volatile media include, for example, opticalor magnetic disks and other persistent memory. Volatile media includedynamic random access memory (DRAM), which typically constitutes themain memory. Transmission media include coaxial cables, copper wire andfiber optics, including the wires that comprise a system bus coupled tothe processor. Transmission media may include or convey acoustic waves,light waves and electromagnetic emissions, such as those generatedduring radio frequency (RF) and infrared (IR) data communications.Common forms of computer-readable media include, for example, a floppydisk, a flexible disk, hard disk, magnetic tape any other magneticmedium, a CD-ROM, DVD, any other optical medium, punch cards, papertape, any other physical medium with patterns of holes, a RAM, a PROM,an EPROM, a FLASH-EEPROM, any other memory chip or cartridge, a carrierwave as described hereinafter, or any other medium from which a computercan read.

Various forms of computer readable media may be involved in carryingdata (e.g. sequences of instructions) to a processor. For example, datamay be (i) delivered from RAM to a processor; (ii) carried over awireless transmission medium; (iii) formatted and/or transmittedaccording to numerous formats, standards or protocols, such as Ethernet(or IEEE802.3), SAP, ATP, Bluetooth™, and TCP/IP, TDMA, CDMA, and 3G;and/or (iv) encrypted to ensure privacy or prevent fraud in any of avariety of ways well known in the art.

Thus a description of a process is likewise a description of acomputer-readable medium storing a program for performing the process.The computer-readable medium can store (in any appropriate format) thoseprogram elements which are appropriate to perform the method.

Just as the description of various steps in a process does not indicatedthat all the described steps are required, embodiments of an apparatusinclude a computer/computing device operable to perform some (but notnecessarily all) of the described process.

Likewise, just as the description of various steps in a process does notindicate that all the described steps are required, embodiments of acomputer-readable medium storing a program or data structure include acomputer-readable medium storing a program that, when executed, cancause a processor to perform some (but not necessarily all) of thedescribed process.

Where databases are described, it will be understood by one of ordinaryskill in the art that (i) alternative database structures to thosedescribed may be readily employed, and (ii) other memory structuresbesides databases may be readily employed. Any illustrations ordescriptions of any sample databases presented herein are illustrativearrangements for stored representations of information. Any number ofother arrangements may be employed besides those suggested by, e.g.,tables illustrated in drawings or elsewhere. Similarly, any illustratedentries of the databases represent exemplary information only; one ofordinary skill in the art will understand that the number and content ofthe entries can be different from those described herein. Further,despite any depiction of the databases as tables, other formats(including relational databases, object-based models and/or distributeddatabases) could be used to store and manipulate the data typesdescribed herein. In addition, the databases may, in a known manner, bestored locally or remotely from a device which accesses data in such adatabase.

Various embodiments can be configured to work in a network environmentincluding a computer that is in communication (e.g., via acommunications network) with one or more devices. The computer maycommunicate with the devices directly or indirectly, via any wired orwireless medium (e.g., the Internet, LAN, WAN or Ethernet, Token Ring, atelephone line, a cable line, a radio channel, an optical communicationsline, commercial on-line service providers, bulletin board systems, asatellite communications link, or a combination of any of the above).Each of the devices may themselves comprise computers or other computingdevices, such as those based on the Intel® Pentium® or Centrino™processor, that are adapted to communicate with the computer. Any numberand type of devices may be in communication with the computer.

In an embodiment, a server computer or centralized authority may not benecessary or desirable. For example, the present invention may, in anembodiment, be practiced on one or more devices without a centralauthority. In such an embodiment, any functions described herein asperformed by the server computer or data described as stored on theserver computer may instead be performed by or stored on one or moresuch devices.

Where a process is described, in an embodiment, the process may operatewithout any user intervention. In another embodiment, the processincludes some human intervention (e.g., a step is performed by or withthe assistance of a human being).

Continuing Applications

The present disclosure provides, to one of ordinary skill in the art, anenabling description of several embodiments and/or incentives. Some ofthese embodiments and/or inventions may not be claimed in the presentapplication, but may nevertheless be claimed in one or more continuingapplications that claim the benefit of priority of the presentapplication.

Applicants intend to file additional applications to pursue patents forsubject matter that has been disclosed and enabled but not claimed inthe present application.

35 U.S.C. § 112, Paragraph 6

In a claim, a limitation of the claim which includes the phrase “meansfor” or the phrase “step for” means that 35 U.S.C. § 112, paragraph 6,applies to that limitation.

In a claim, a limitation of the claim which does not include the phrase“means for” or the phrase “step for” means that 35 U.S.C. § 112,paragraph 6 does not apply to that limitation, regardless of whetherthat limitation recites a function without recitation of structure,material or acts for performing that function. For example, in a claim,the mere use of the phrase “step of” or the phrase “steps of” inreferring to one or more steps of the claim or of another claim does notmean that 35 U.S.C. § 112, paragraph 6, applies to that step(s).

With respect to a means or a step for performing a specified function inaccordance with 35 U.S.C. § 112, paragraph 6, the correspondingstructure, material or acts described in the specifications, andequivalents thereof, may perform additional functions as well as thespecified function.

Computers, processors, computing devices and similar products arestructures that can perform a variety of functions. Such products can beoperable to perform a specified function by executing one or moreprograms, such as a program stored in a memory device which that productaccesses. Unless expressly specified otherwise, such a program need notbe based on any particular algorithm, such as any particular algorithmthat might be disclosed in the present application. It is well known toone of ordinary skill in the art that a specified function may beimplemented via different algorithms, and any of a number of differentalgorithms would be a mere design choice for carrying out the specifiedfunction.

Therefore, with respect to a means or a step for performing a specifiedfunction in accordance with 35 U.S.C. § 112, paragraph 6, structurecorresponding to a specified function includes any product programmed toperform the specified function. Such structure includes programmedproducts which perform the function, regardless of whether such productis programmed with (i) a disclosed algorithm for performing thefunction, or (ii) an algorithm that is similar to a disclosed algorithm,or (iii) a different algorithm for performing the function.

Where there is recited a means for performing a function that is amethod, one structure for performing this method includes a computingdevice (e.g., a general purpose computer) that is programmed and/orconfigured with appropriate hardware to perform that function.

Also included is a computing device (e.g., a general purpose computer)that is programmed and/or configured with appropriate hardware toperform that function via other algorithms as would be understood by oneof ordinary skill in the art.

Disclaimer

Numerous references to a particular embodiment do not indicate adisclaimer or disavowal of additional, different embodiments, andsimilarly references to the description of embodiments which all includea particular feature do not indicate a disclaimer or disavowal ofembodiments which do not include that particular feature. A cleardisclaimer or disavowal in the present application shall be prefaced bythe phrase “does not include” or by the phrase “cannot perform”.

Incorporation by Reference

Any patent, patent application or other document referred to herein isincorporated by reference into the present application as part of thepresent disclosure, but only for purposes of written description andenablement in accordance with 35 U.S.C. § 112, paragraph 1, and shouldin no way be used to limit, define, or otherwise construe any term ofthe present application, unless without such incorporation by reference,no ordinary meaning would have been ascertainable by a person ofordinary skill in the art. Such person of ordinary skill in the art neednot have been in any way limited by any embodiments provided in thereference.

Any incorporation by reference does not, in and of itself, imply anyendorsement of, ratification of or acquiescence in any statements,opinions, arguments or characterizations contained in any incorporatedpatent, patent application or other document, unless explicitlyspecified otherwise in the present application.

Prosecution History

In interpreting the present application (which includes the claims), oneof ordinary skill in the art shall refer to the prosecution history ofthe present application, but not to the prosecution history of any otherpatent or patent application, regardless of whether there are otherpatent applications that share a claim of priority with the presentapplication.

Figures Described

A detailed description of embodiments of systems, methods and softwareapplications is illustrated by way of example, and not by way oflimitation, in the figures of the accompanying drawings, wherein likenumerals designate corresponding parts in the several drawings.

FIG. 1 shows an example of the self-proclaimed “Holy Grail” of onlinegaming, broadcast shows and live entertainment (aka “The Perfect Storm”)that merges the branches referred to individually as: (a) Virtual World,(b) Live Events and (c) Entertainment Channel, according to a preferredembodiment of the invention, where Step 100 depicts characters, playersand fans entering the Social Game to enjoy competing, playing and/orfollowing the game and its events, including those engaged in thecompetition. The players compete within the Virtual World, playing theSocial Game, to push a portion of the characters to life in a Real Worldsports league where Step 110 depicts winning characters migrating toLive Events, thus blending the Virtual World and Real World bypopulating each such world with the same characters (e.g., the top 20%of winners in the Virtual World sports league come to life in a RealWorld sports league, with real competition for real cash andimprovisational drama). Step 120 and Step 130, respectively depicteverybody viewing the Live Events and Entertainment Channel. Step 140and the other discussed steps depict the routes (each of thebi-directional arrows) of the all-inclusive flow of data going one wayor the other, and/or back and forth, amongst the three branches andtheir characters, players and fans, where, for example, the VirtualWorld (Social Game) sees the rise of statistics, the ranking up ofcharacters, the leveling up of players and the rewarding of fans, ascomputed by the “Collaboration Incentive Program” that connects thecharacters, players and fans within the data silo of this platform andelsewhere, for example. Computer data is entered by everybody manuallyand/or automatically with cookies being present on their computers inorder to enable the collection of data for computational use within theCollaboration Incentive Platform.

FIG. 2 shows an example of a Virtual World that contains a socialnetwork game (e.g., an online fantasy sports league) where thecharacters are represented by actual human beings (users) who havesigned up to be avatars of characters (an “avatar” is the graphicalrepresentation of the users' character). The characters are (1) depictedin Step 200 as represented by actual human beings (users) who sign up tobe avatars of characters (the graphical representation of a user'scharacter), according to a preferred embodiment of the invention; (2)depicted in Step 210 as supported by a “Character Service Center” thatcompletes user profiles, holds photo shoots and creates avatars; (3)depicted in Step 220 as entering their character information into the“Character Service Center's” database; (4) depicted in Step 230 asseeing the “Character Service Center” standing ready to enter into theVirtual World (social game) with them in Step 240.

FIG. 3 shows an example of a “Character Service Center,” according to apreferred embodiment of the invention where (1) Step 300 depicts thelive human being behind the character allowing the “Character ServiceCenter” to act alone, or in association with such live human being,regarding the character, and acknowledges that the “Character ServiceCenter” owns all proprietary rights to the created and enhancedcharacter and its “avatar,” but not the individual that is the livehuman being (user) behind the character; (2) Step 310 depicts thecompletion of the character's user profile and the creation of theavatar via a photograph, a drawing and/or any representation; (4) Step320 depicts enhancing promoting and marketing the avatar; (5) Step 330depicts blogging, web-casting, email-blasting, Tweeting and engaging insocial media for the avatar regarding the interactive communications ofthe character, the live human being behind the character and thecharacter's fans. The Steps described above regarding FIG. 2 areaccomplished by interaction between the “Character Service Center” andthe human being, as depicted in Steps 305, 315 and 325. The “CharacterService Center” by enabling, leading and/or assisting characters,technologically and otherwise, regarding the social game and otherwise,pushes characters to their fullest potential. For example, the CharacterService Center broadcasts original programming based on the VirtualWorld and Live Events (e.g., Comedy Central Meets ESPN) via theEntertainment Channel while acting as the voice of evangelism, createdto excite, inform and grow the fan base while promoting the VirtualWorld and Live Events as depicted in FIG. 5 that shows the “CharacterService Center,” characters, players and fans standing at the center ofthe “Holy Grail” of online gaming, broadcast shows and liveentertainment (aka “The Perfect Storm”).

FIG. 4 shows an example of a “Collaboration Incentive Platform” where(1) Step 400 depicts the method of characters participating inactivities, such as game playing, in-game purchasing, watching programs,viewing sponsor advertisements, signing autographs, issuingendorsements, making public appearances and/or performing a variety ofother acts that generate revenues and ranking points for the charactersthat are tracked and scored, and then computed and allocated to theeligible characters via a “Collaboration Incentive Platform,” accordingto a preferred embodiment of the invention and (2) Step 430 depicts themethod of players participating in activities, such as game play,in-game purchases, watching programs, viewing sponsor advertisements,signing autographs, and/or performing a variety of other acts thatgenerate redeemable points for the players that are tracked and scored,and then computed and allocated to the players via a “CollaborationIncentive Platform,” according to a preferred embodiment of theinvention. As shown in Step 460, there is an infrastructure forcharacters and players, who develop, share, communicate, collaborateand/or co-create to earn more, based on such measurable contributions,thus incentivizing them and thus mobilizing them to contribute more,because they will realize more. They are incentivized by computing,allocating and rewarding cash and/or game points (“Incentives”) based ondata collected from the Internet via the “Collaboration IncentivePlatform,” using a “Mathematical Formula” that resides within acomputerized network with such network including an appropriate centralprocessing unit (“CPU”), hardware, software and databases that enabledata collection and number crunching, according to a preferredembodiment of the invention. Further, in Step 410 and Step 420 the“Collaboration Incentive Platform” receives and delivers data andresults, respectively, to the characters' accounts whereby suchcollections and transmissions are enabled by cookies and input. Inaddition, in Step 440 and Step 450 the “Collaboration IncentivePlatform” receives and delivers data and results, respectively, to theplayers' accounts whereby such collections and transmissions are enabledby cookies and input.

FIG. 5 shows an example of players competing via collective use ofavatars in a Virtual World sports league for rewards and/or to push aportion (e.g., 20%) of the avatars to life in a Real World sports leaguewrapped in an “Improvisational Sports Theatre” act based on aprofessional sport where the athletes are actors competing for cashprizes while staying in character, according to a preferred embodimentof the invention. Step 500 depicts a human being cast as a character tobe presented as an avatar to compete in a Social Game with the hope ofmoving into Real World competition; followed by such human being in Step510 working with the Character Service Center to complete a userprofile, hold a photo shoot and create the avatar for uploading in Step520 to the Character Service Center's character database and entranceinto the Social Game; at which time in Step 530 you see the human actingas a character and interacting with fans through the Character ServiceCenter; then in Step 540 through increased popularity based on characterstatistics kept by the Character Service Center the character ranks up;next in Step 550 character reaches top tier and appears in a Live Eventand/or a show on the Entertainment Channel; and upon achieving top tierstatus the character in Step 560 receives bonus statistics and moves toa special status.

FIG. 6 shows an example of the creation of an authentic autograph via“digital signature” (a digital signature/autograph that is signed andverified) for fans, collectors and/or others that serves to create andenable a new autograph market, that of “digital signatures” [e.g.,either (1) an avatar (the graphical representation of the user or theuser's alter ego or character) or (2) a human being provide a signed,verified and delivered authentic autograph via “digital signature” to athird party] where Step 600 depicts a fan requesting via a fan account asignature on a provided image, or a requested image, where the imagewill be accessed and returned by the character via the Character ServiceCenter (CSC), according to a preferred embodiment of the invention. Uponreceipt of the request, the CSC processes it as follows: In Step 610 therequest is forwarded to the character who decides in Step 620 “no” (theprocess ends) or in Step 630 “yes” (the process continues), in whichcase the request is fulfilled by signing in Step 640, where a signatureplugin, such as: “Jquery Quick Sign,” or other signature software, isused to digitally attach the character's signature (the signature of theperson representing the character) to the provided or requested image(any digital image or electronic file) through using a computer mouse,or stylus and touch pad, that enables signing, followed by an automatedprocess, such as what is available in “Adobe Lightroom” to (1) embedmetadata verifying the authenticity of the signature, where for example,text is inserted stating the date and time of the signature and to whomthe signature was directed to, and (2) “lock” the electronic file, so itcannot be altered, and then in Step 650 the signature is verified, andthe process is completed in Step 660 when the signed file is placed inthe fan's account for the fan to download it onto the fan's computer forprinting and any other permitted use.

FIG. 7 shows an example of an overview of the inventions contained inthis patent application, according to some embodiments, as more fullydescribed elsewhere in this patent application, where Step 700 depicts aHuman Being joining the Virtual World via the “Character Service Center”(CSC) as a Character to be presented as an avatar to compete in a socialgame to earn money, rank up and go live; where Steps 705 and 710 depictCSC and Human Being completing a user profile and creating an avatarusing a photograph, a drawing and/or any representation via interactionbetween CSC, Human Being and/or technology, such as computers,processors, computing devices and similar products that can perform avariety of functions; where Step 715 depicts the result of a Human Beingcreating and maintaining, via computerized technology, socialinteraction that develops connections between friends, families,associates, businesses, organizations and others that are stored andavailable as “Contacts” within a computerized database; where Step 720depicts CSC's access to Human Being's Contacts for purposes of promotingand marketing to them, either doing so independently or in conjunctionwith Human Being's assistance; where Step 725 depicts CSC and/or HumanBeing blogging, web-casting, email-blasting, tweeting and engaging insocial media for the avatar for purposes of communicating withcharacters, players, fans and others for a variety of purposes, such aspromoting and marketing; where Step 730 depicts the Virtual World(Social Game) gathering data via cookies and input from Characters,Players, Fans and others that is deposited/stored/accessed via acomputerized server associated with the “Collaboration IncentivePlatform” that computes via software and mathematical formulas suchthings as Character ranking, earnings and wins, and Player leveling andearnings; where Step 735 depicts the CSC's computerized access to suchcollaboration database for providing input and receiving output that isused in the furtherance of the Social Game, its promotion, itsmarketing, etc., including interactive contact (of all kinds) with allof the various touch points within the invention, such as the VirtualWorld, Entertainment Channel and Live Events (Steps 740, 745, and 750),including each of their respective interactive contacts (of all kinds)with their Characters, Players, Fans and Others, and these partiesdirect contact with the CSC (Step 775); where Steps 755, 760, and 765depicts Characters, Players, Fans and Others interacting with theVirtual World, the Entertainment Channel and Live Events, as they playthe social game, view broadcasted entertainment and attend live sportingevents; where Step 770 depicts a winning Character's entry into LiveEvent competition; and where Step 775 depicts the path to somebodyobtaining a digital signature, as more fully described in FIG. 6, plusthe path of interactive contact for Characters, Players, Fans and Otherswith the CSC.

Alternative Technologies

It will be understood that the technologies described herein for making,using, or practicing various embodiments are but a subset of thepossible technologies that may be used for the same or similar purposes.The particular technologies described herein are not to be construed aslimiting. Rather, various embodiments contemplate alternate technologiesfor making, using, or practicing various embodiments.

Implementation and Application

The systems and methods disclosed herein are implemented by suitablecomputer systems, data based and through the Internet, an Intranetand/or elsewhere. An appropriate central processing unit (“CPU”),hardware, software and databases are used to operate the online socialnetwork game, create character avatars (via either in person interactionwith the “Character Service Center,” electronic interaction with the“Character Service Center” or a combination of both, by a person orgroup of persons, whether such person or persons sign up initially orotherwise (individually or collectively) to be a character, player, fan,etc.), maintain character accounts, maintain player accounts, maintainfan accounts, drive marketing campaigns, promote product sales, exposevendor advertisements, publish gaming content, deliver sportsapplications, broadcast sports entertainment, rally the characters,rally the players, rally the fans, promote various referrals, gathercelebrity endorsements and process data for the use and application ofthe “Character Service Center” and the “Collaboration IncentivePlatform.” This invention represents the development of an integratedmulti-platform that embraces and promotes social trans-mediaoptimization via a conduit for bringing characters, players, fans,entertainment and products together, while bringing entertainmentdistributors and product manufacturers an ever-expanding lucrativefan-base demographic.

Other Uses

These inventions, as described above, focus on an on-line Virtual Worldsports league and an off-line Real World sports league coupled with anEntertainment Channel, but these inventions could be used in otherfields, businesses and industries.

Any individual, group of individuals and/or entity might want to developthe “Holy Grail” of online gaming, broadcast shows and liveentertainment that merges the Virtual World, Live Events and anEntertainment Channel (aka “The Perfect Storm”) whereby a social networkgame is rolled-out in the Virtual World where users compete to push aportion of the avatars to life in a Real World venue, via collective useof those avatars by multi-players inspired by the “CollaborationIncentive Platform,” thus blending the Virtual World and Real World bypopulating each such world with the same characters (e.g., the top 20%of winners in the Virtual World migrate to compete in the Real World).

For example, without limitation:

-   -   Any “Adult Only” and/or “XXX” entity, whether on-line (Internet        based) or off-line (non-Internet based) might want to use these        inventions in connection with any number of venues, in any        number of ways, for any number of purposes, such as a beauty        contest, a theatrical play, a reality show, a music competition,        an adult game, a gambling venture, a pornographic event, a        marketing campaign, a consensus poll, an organizing endeavor,        etc.        -   “Adult Only” includes individuals of a minimum required age,            such as 21 and/or any other minimum age threshold, where            these individuals are granted access, while others under            such age are not granted access.        -   .XXX (pronounced “dot triple-X” or “dot x x x”) is a            sponsored top-level domain (sTLD) intended as a voluntary            option for pornographic websites on the Internet. The            sponsoring organization is the International Foundation for            Online Responsibility (IFFOR). The registry is operated by            ICM Registry LLC. The ICANN Board voted to approve the sTLD            on 18 Mar. 2011. It went into operation on 15 Apr. 2011. A            gTLD (generic top-level domain) for sexually explicit            material was proposed as one tool for dealing with the            conflict between those who wish to provide and access such            material through the Internet, and those who wish to prevent            access to it, either by children and adolescents, or by            employees at their workplaces. Further, “XXX” will also            refer to pornographic websites not specifically registered            at “.XXX”. For example, such registration might be at “.COM”            or another top-level domain.        -   “Adult Only” and/or “XXX” can include, cover and involve,            without limitation, entertainment, gambling, gaming,            products, services, sports, venues, etc.    -   Any game development entity (of every kind and nature, for        adults and/or minors) (e.g., Wii, Xbox, PlayStation, etc.) might        want to use these inventions in connection with any number of        venues, in any number of ways, for any number of purposes, such        as a sporting production, an entertainment project, an adult        game, educational program, health initiative, etc.    -   Any talent agency and/or celebrity (of every kind and nature,        for adults and/or minors) might want to use these inventions in        connection with any number of venues, in any number of ways, for        any number of purposes, such as promoting careers, signing        digital autographs, developing endorsements, creating        businesses, attracting fans, etc.    -   Any business and/or profession (of every kind and nature, for        adults and/or minors) might want to use these inventions in        connection with any number of venues, in any number of ways, for        any number of purposes, such as educating people, branding        companies, marketing products, promoting health, organizing        employees, mobilizing constituents, polling individuals, etc.

MODIFICATIONS AND VARIATIONS

While the above description refers to particular embodiments of thepresent inventions, it will be understood to those of ordinary skill inthe art that modifications may be made without departing from the spiritthereof. The accompanying claims are intended to cover any suchmodifications as would fall within the true scope and spirit of thepresent inventions.

The three elemental sections (those being Virtual World, Live Events andEntertainment Channel) can be shuffled, interchanged, or reconfigured tocause the inventions to create “The Perfect Storm.” The development andapplication of all three elemental sections might commence at the sametime, or at different times.

The three elemental sections (those being Virtual World, Live Events andEntertainment Channel) can each function on their own or in unison withone or both of the other two.

The systems and methods disclosed herein apply to all variations ofcurrent, evolving, and future technology and processes that couldotherwise adopt and use these systems and methods to achieve similarresults. For example, these claimed systems and methods could otherwisebe adopted and used in the television broadcast environment, radiobroadcast environment, computer intranet environment, computer harddrive environment, computer network environment, wireless Internet,cellular environment, satellite environment, distance learningenvironment and elsewhere. They could also otherwise be adopted and usedin any environment that enables individuals to share and/or accessinformation, files, data, music, movies, pictures, conversation, plots,games, etc. by electronic or other means.

1. A computer implemented system comprising one or more physicalprocessors configured by machine-readable instructions to: store, in acharacter database, character profiles for a set of charactersassociated with real-world individuals; receive data indicating outcomesof live events involving one or more of the characters and real-worldfans of the characters; update the character profiles based on thereceived data indicating the outcomes of the live events; receive adigital signature request from a real-world fan of a first character;provide the digital signature request to a first real-world individualbased on the association between the first character and the firstreal-world individual; responsive to receiving an affirmative responseto the digital signature request, obtain a digital item with a digitalsignature of the first real-world individual; and provide the digitalitem with the digital signature to the real-world fan of the firstcharacter.
 2. The computer implemented system of claim 1, wherein theone or more physical processors are further configured bymachine-readable instructions to: track one or more interactions betweenthe characters and the real-world fans of the characters.
 3. Thecomputer implemented system of claim 2, wherein the one or more trackedinteractions include performance by one or more of the characters in aninstance of an online game, and the one or more physical processors arefurther configured by machine-readable instructions to: determine thecharacters that have at least a first level of performance in theinstance of the online game.
 4. The computer implemented system of claim1, wherein the one or more physical processors are further configured bymachine-readable instructions to: generate one or more communications onbehalf of the characters.
 5. The computer implemented system of claim 4,wherein generating one or more communications on behalf of thecharacters includes generating one or more communications via one ormore of blogging, web-casting, email-blasting, or social media.
 6. Thecomputer implemented system of claim 1, wherein the one or more physicalprocessors are further configured by machine-readable instructions to:track one or more real-world interactions involving the real-worldindividuals associated with the characters, wherein the real-worldinteractions include one or more of attending real-world events,watching programs, viewing sponsor advertisements, signing autographs,issuing endorsements, or making public appearances.
 7. The computerimplemented system of claim 6, wherein the one or more physicalprocessors are further configured by machine-readable instructions to:attach metadata to an electronic file containing the digital item withthe digital signature to verify the authenticity of the digitalsignature; and lock the electronic file containing the digital item withthe digital signature such that the electronic file cannot be altered.8. A non-transitory machine-readable storage medium encoded withinstructions executable by one or more physical processors, themachine-readable storage medium comprising instructions to cause the oneor more physical processors to: store, in a character database,character profiles for a set of characters associated with real-worldindividuals; receive data indicating outcomes of live events involvingone or more of the characters and real-world fans of the characters;update the character profiles based on the received data indicating theoutcomes of the live events; receive a digital signature request from areal-world fan of a first character; provide the digital signaturerequest to a first real-world individual based on the associationbetween the first character and the first real-world individual;responsive to receiving an affirmative response to the digital signaturerequest, obtain a digital item with a digital signature of the firstreal-world individual; and provide the digital item with the digitalsignature to the real-world fan of the first character.
 9. The computerimplemented system of claim 8, wherein the one or more physicalprocessors are further configured by machine-readable instructions to:track one or more interactions between the characters and the real-worldfans of the characters.
 10. The computer implemented system of claim 9,wherein the one or more tracked interactions include performance by oneor more of the characters in an instance of an online game, and the oneor more physical processors are further configured by machine-readableinstructions to: determine the characters that have at least a firstlevel of performance in the instance of the online game.
 11. Thecomputer implemented system of claim 8, wherein the one or more physicalprocessors are further configured by machine-readable instructions to:generate one or more communications on behalf of the characters.
 12. Thecomputer implemented system of claim 11, wherein generating one or morecommunications on behalf of the characters includes generating one ormore communications via one or more of blogging, web-casting,email-blasting, or social media.
 13. The computer implemented system ofclaim 8, wherein the one or more physical processors are furtherconfigured by machine-readable instructions to: track one or morereal-world interactions involving the real-world individuals associatedwith the characters, wherein the real-world interactions include one ormore of attending real-world events, watching programs, viewing sponsoradvertisements, signing autographs, issuing endorsements, or makingpublic appearances.
 14. The computer implemented system of claim 13,wherein the one or more physical processors are further configured bymachine-readable instructions to: attach metadata to an electronic filecontaining the digital item with the digital signature to verify theauthenticity of the digital signature; and lock the electronic filecontaining the digital item with the digital signature such that theelectronic file cannot be altered.
 15. A method being implemented on acomputer system having one or more physical processors executingcomputer program instructions which, when executed, perform the method,the method comprising: storing, by the computer system, in a characterdatabase, character profiles for a set of characters associated withreal-world individuals; receiving, by the computer system, dataindicating outcomes of live events involving one or more of thecharacters and real-world fans of the characters; updating, by thecomputer system, the character profiles based on the received dataindicating the outcomes of the live events; receiving, by the computersystem, a digital signature request from a real-world fan of a firstcharacter; providing, by the computer system, the digital signaturerequest to a first real-world individual based on the associationbetween the first character and the first real-world individual;responsive to receiving an affirmative response to the digital signaturerequest, obtaining, by the computer system, a digital item with adigital signature of the first real-world individual; and providing, bythe computer system, the digital item with the digital signature to thereal-world fan of the first character.
 16. The method of claim 15,further comprising: tracking, by the computer system, one or moreinteractions between the characters and the real-world fans of thecharacters.
 17. The method of claim 16, wherein the one or more trackedinteractions include performance by one or more of the characters in aninstance of an online game, and the method further comprises:determining the characters that have at least a first level ofperformance in the instance of the online game.
 18. The method of claim15, the method further comprising: generating one or more communicationson behalf of the characters.
 19. The method of claim 18, whereingenerating one or more communications on behalf of the charactersincludes generating one or more communications via one or more ofblogging, web-casting, email-blasting, or social media.
 20. The methodof claim 15, the method further comprising: tracking, by the computersystem, one or more real-world interactions involving the real-worldindividuals associated with the characters, wherein the real-worldinteractions include one or more of attending real-world events,watching programs, viewing sponsor advertisements, signing autographs,issuing endorsements, or making public appearances.
 21. The method ofclaim 20, the method further comprising: attaching, by the computersystem, metadata to an electronic file containing the digital item withthe digital signature to verify the authenticity of the digitalsignature; and locking, by the computer system, the electronic filecontaining the digital item with the digital signature such that theelectronic file cannot be altered.